#đ»âunity-talk
1 messages · Page 119 of 1
No, there only is a folder called "BuiltInPackages" the whole /server Folder is missing
How can I fix this or whats my next step?
Lads why when i enable my animator on a gameobject the gameobject gets an 100%100 scale and rotates 90 degrees?
presumably your animation is animating the scale and rotation
And it looks like you've scaled your object to be absolutely TINY by default as well as rotated, so the animator is probably just writing the scale back to 1, 1,1 and the rotation back to 0,0,0
If you don't want to animate the scale or rotation, remove those from the animation clip
I mean honestly I would start by getting this object imported at a normal, reasonable scale
That's one part of it
again if you don't want to animate the rotation and the scale, don't
ahhh right
that comes down to your animation clips
wait, scale i didnt changed it
i just animated wepaons
obviously needs position plus rotation
#đâanimation - show your scrubsheets
but yeah the rotation - the fact that your "normal" rotation is 90 on the x axis - that's going to be a problem if that's not baked into your animation clip
you'll definitely need to fix how your mesh is exported/imported for the rotation at least
So you're telling me that it's only advisable to use position change? And that I shouldn't use rotation and scale?
AHHH its bc is blender
i used blender to animate
soo is a different axis
You need to figure out proper blender export settings to come into Unity correctly
yes
it has a different coordinate system
or create replicating my owns on the unity engine
Need teaching I'm brand new to blender and am trying to make a gtag fangame.
if I have a shader graph question can that go in this channel or in #đ»âcode-beginner
or actually, its moreso just a graphics/shader question in general
It goes in #1390346776804069396
As per #đâchannel-directory
what did I do wrong? I exported my model with rigged bones (manual) and it is showing up like this in unity
I already checked the flipped normals
its not that
looks a lot like that - but this image is also pretty small/low quality - hard to tell what we're looking at and what it's supposed to look like. Also #đâart-asset-workflow
oh the left arm and the right leg are only like half of what they should be
yes it looks a lot like the normals on those limbs are reversed
we should see red or blue - i don't see either
so i'm not convinced it's on
I was told it only shows blue in older versions
I tried the blender discord already
im on 4.5
blender
should still show blue
if you intentionally invert the normal on one of those polygons what happens? Do you see red show up?
Does it start to show properly in Unity?
test it
yes
but I doubt itll show up properly in unity
also im still learning to rig
I thought I did it properly
but I have to rename some stuff
just bones and vertex groups
may not be in the correct viewport, also I believe you can select specific facings with select all filters
other things I'd look for is making sure you do apply modifiers before exporting, and smooth by angle/seam might cause problems too, so make sure you just do the basic smooth shading
auto seam stuff is pretty bad
apply modifiers is on, I know that much
idk if autoseam is on or used
I got this model from the asset store for free
and I am re rigging it for fun and learning
I give up on rerigging the model for now
I switched my model back in unity
and now its giving these
idk what im doing rn
so how do I fix these
Having an issue opening Unity: I make a project on Unity Hub but I can't open the project. I'm using 6000.4.5f1 on a M5 Pro Macbook is anyone else having issues with this? Unity 6.4 supports apple silicon... so I'm not sure what the issue is.
i just pressed this button and completely screwed my camera up on my scene, how do i fix this real quick?
?ban 958808618692669491 bot
yooo0000 was banned.
I wanted to ask am I on the right path? I got the unity essentials done and now i am doing Create with Code and after that i will do Junior Programmer pathway and Game dev pathway? I am also working on my personal project while i do that on the side
Sounds fine to me. To be honest though I don't think there is a 'right path'. Whatever works best for your learning. What is very important is to be applying what you've learned so it becomes almost like muscle memory. So having your own side project is fantastic for that. It's the only way to retain what you've learned conceptually.
What's your side project?
its a 3D food truck simulator i am just making the map rn but i am gonna add features as I learn more stuff over time
i am just importing the assets from unity store and i made a UI screen myself before starting any of these courses so i kinda learned the basics hard way and most of the essential stuff i did while i was just setting up the project
Ah lovely. Yes that is one good way to go about it. You can also think about your game in terms of smaller modules/components. Create smaller side projects building out that module/component, learn what works and what doesn't. One you feel you have the all the skills needed build them from scratch in your main project. It can be helpful to be able to break down a project into as many small parts as possible. Helps it also feel more achievable when it get large. It's helped me.
Regardless of which way you go about it you will always find that as you become a better developer there will be things you need to go back and iterate on simply because there's a much better way of doing it. It just comes with the territory.
The Asset Store can be great to jump start your learning đ
perfect! thank you for the advise I will keep it in mind for sure!! Thank you!
You're welcome, take my advice with a grain of salt though. There's no single perfect or right way. All the best with your project đ
when you mirror a mesh manually by scaling by 0.1 you have to manually flip the normals in blender
my first message matters, this is what people will see when they check my messages list and sort by oldest...
anyway someone can help me find out whats wrong i made sure to put the sholders with the chest but vrchat saying otherwise and it shows its all well in the list
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
why is unity avertising VRchat
There is no off topic here.
Because we get a lot of people asking VRChat specific things and we're not a support server for it, hence the quick bot to redirect.
today i have woke up and had the random motivation of making a cyberpunk souls like!!!!
Hey guys i am trying to upload my game as WebGL but the WebGL version looks like this (img 1) instead of this (img 2)
perhaps talk to #đâweb
anyone know why this happens when I import the fbx to unity from blender and overwirte the old one
!ban 1499642734984826899 off-topic advertising spam
@denis014551 banned
Reason: off-topic advertising spam
Duration: Permanent
settings for export btw
#đâart-asset-workflow would be the place to ask
ah thank you
there should be a voice chat channel so we can get oblitorated and game jam and produce a free game once a month and have a crowdfund page
srry im feeling a little bit inspired right now hope it lasts
i wanna make a indie game like fat princess on the ps3 but better
English server. please use a translator, or talk in DMs @ drthunder
Sounds like a interesting challenge, though I dont think vc would benifit this community, as that is not really what it is here for - why not start up a community for it yourself though, and see if it works in practice with your studio/games?
https://discord.com/channels/489222168727519232/1180178376028327936
also, a section on why there are not, and won't be, here
@severe portal Don't ping people not in conversations with you. You've been directed where to make collab posts already as well.
Bro he is my friend
we don't know that, and have no way of verifying that. for all intents and purposes here it's just another random person
if you'd like to chat personally with your friend, you can do so in DMs
Hey, I'm completely new to gamedev. Where should I start? Should I start by following a youtube tutorial step by step to make a game that is not in my head, or start trying to chip away at small bits of what I want to do?
!learn
:teacher: Unity Learn â
Over 750 hours of free live and on-demand learning content for all levels of experience!
start small with tiny, self-contained projects to build up skills first
start trying to chip away at small bits of what I want to do?
if you do this now you will probably end up fixing a lot of dumb shit beginner you did that is obviously not good long term in retrospect lol
So should these projects be self contained parts of my big game?
Say I want to make a game with blocks like in minecraft, I should make one project file specifically and only for adding block features?
think about what your dream project entails, all the little features, mechanics, visuals, audio, effects, etc
it would be absolute hell to learn all those things at once
and the resulting project won't be very good - it'll be hard to work with, since you made stuff when you didn't have much experience yet
Right, yeah
making smaller projects to learn the ropes makes that process much easier since you can play with more isolated aspects
So this idea to approach is good?
So should these projects be self contained parts of my big game?
definitely not parts. you can use the big game as the basis or inspiration for that small game, but don't expect to compose them into your big game later
Makes sense
the "one project file" for learning that feature part is kinda up to you. i have a single project that i use for throwaway testing, but multiple could work as well
My goal for today is to learn how to implement Minecraft style blocks into a game. No behaviour like mining or placing, just the blocks for now.
I havent really started working with visuals yet aside from a few small things. I hear people often complain about Unity because of some kind of "serialized" aspect of it where visuals and some other things live inside unity or something independent of the code and apparently thats normal for game engines? Is anyone aware if Unreal engine C++ has this same problem?
Are you referring to block type physics, block/cluster generation relative to performance, block generation relative to world-biome building algorithm, block destruction animation, etc
There's a lot going on with blocks in Minecraft.
wouldn't this be better answered by like, asking in an unreal server
No generation like land or different types of blocks and stuff, no animation stuff
Not really because im not sure all the aspects that unity even has this seriaized problem
Just a scene where a player can move around and bump into blocks, and maybe place them
Doesn't need to be polished at all
No terrain generation
you're asking whether unreal has a thing. in a unity server
i also don't think that's a problem, separation of concerns is typically a benefit
Im speaking kind of vague about it because i dont even know what the thing im fully talking about is which would help for clarification
that's unrelated to "serialization" though
we aren't telepathic or all-knowing. you're vaguely describing an issue that may or may not exist and you want us to clarify it?
there's not much to go off of there
You should rephrase your first question. There seems to be a lot of partial or ambiguous hints/suggestions but nothing discrete. Your second question about Unreal engine should be asked on an Unreal server.
Does anyone run into this problem? If i setup an inspector field like so on some gameobject/scriptable object:
[SerializeField] private MyComponentHere obj;
then i'm able to drag in a prefab which has the MyComponentHere component attached to its root. However, if I press the small circle button to get the asset browser (the one that has Scene and Assets options), it doesn't show me anything, even if there are prefabs in my project with MyComponentHere as their root.
People often criticize using unity because they dont like that a portion of the game's "meat and potatoes" is locked behind unity specific features instead of being some kind of holistic code product. I am wondering what that specific aspect of unity is called and if other game engines have it
I am pretty sure the prefab system is code independent so i imagine that would be 1 aspect of it
i would guess that the asset browser thing only goes through the asset type at the top level, which would be GameObject i guess? (not sure, i typically don't use it for prefabs)
whereas when you use component types, it has to go into the gameobject and get the specific component
The default Unity search doesnât support it iirc
You can enable the ânewerâ one in preferences(?) iirc but it requires automatic indexing from time to time
Ooh ok I'll have a look at that
that specific aspect
the description you gave is not very specific
Brother anyone who does game dev pro would know what im talking about
many many apps in software have this kind of thing, im not sure it would have a specific name
Well there must be something unique about unity if i hear game devs of other platforms complain about it
unreal and godot and gamemaker and every other engine will have things that aren't portable to other game engines too
then describe the thing you're talking about more uniquely
serialised and/or baked assets in resource files vs. games like slay the spire and balatro having their content baked directly into scripts?
the amount of people who use Unity is probably the unique factor
(also, might i add - there are 2 kinds of engines, those that people complain about and those that people don't use)
i hate unity itâs awesome
People do not like that part of your game basically has to run in unity features. You cannot just write up a game and expect it to work in unity even if ur coding in the game engine's language, i think
Those people are dumb or wrong or you havenât understood their complaint
part of your game basically has to run in unity features.
this is true for every engine
You cannot just write up a game and expect it to work in unity even if ur coding in the game engine's language, i think
this is not true
you could probably have a single empty scene and manage everything through code. it'd be hell but it's possible
there are callbacks that run on the main thread
itâs not even that bad tbh
well, true, would just be a pain (relatively) to bootstrap
the rest would be relatively typical
Do you've got some link to this source of criticism? I would need to evaluate the scope to determine if the claims have any weight. When using a game engine, you should expect to sacrifice some level of control for convenience. If you're wanting more control, try a game framework instead. Note that you'll probably spend more time making your own engine than making your games.
What is the "serialized problem"?
Yep. was doing too much at once and did not take the time to read it clearly. thumbs down earned.
All game engines have pros and cons. Unity, Unreal and Gadot are capable of creating visually wonderful environments and technical marvels.
Hey guys I had a quick question
There is and it's a bit interesting
What you might be trying to articulate and please correct me if I'm wrong sort of ties back into the old argument that games end up being better in Unreal? Not saying you agree with that sentiment has been around for a very long time. I'm not sure if this is still the case but I remember back in the day this visual argument stemmed from the fact that when you created a new Unreal project post processing was automatically enabled which gave the impression that the engine just had better visuals out of the gate.
Of course I don't agree with any of that and you can make a bad game in any game engine. It can be a visual nightmare and a technical disaster. That's often no the engine's fault but the developer/s.
Unity isn't perfect. No engine is. Still today I believe texture streaming is an issue for Unreal. I could be wrong there as I haven't used it in a while but I remember that always being a 'feature' of UE games.
Godot has a nodes system for game development, you make stuff in games by using nodes. Nodes have properties like mesh renderer, collision etc. the system is good and easy but it's not really good enough for making big games and the physics engine of godot is BAD.
Unreal has an entity system for game dev and logic where there is stuff like pawns and actors and stuff like that, it's good and fast but the learning curve is higher.
Unity is a bit different and EXTREMELY easier since it uses 3 things for game dev and logic. Scenes, Gameobjects and Components. Scenes are like levels that can also be used in stuff like the main menu, Gameobjects are any objects in a scene, components are attached to gameobjects to give them properties like physics, mesh, sounds, lights etc. components can also be custom Scripts made by the dev.
I guess I mean like you could not just take the master folder of your game and go show it to some software developer and they could look at it and determine (If they were smart enough) how everything works together. But my perception of unity is that (And some people really dont like it) that you could literally not tell a fair amount of what a game is and how it works just based off looking at the master folder. Because unity has a lot of unity specific things that basically your game 'lives on' rather than beign its own holistic product. Some people say you could create a game (No i dont mean like snake or 2D) merely from just typing code. And i do not think that is the case of being possible for unity and people dont like it
It is possible in unity
You can determine what engine a game is in by looking at any game
that is a worthless fact
Exactly
How is that possible if (I think) visuals live in unity and not the code. And i dont mean making some jank vertices mesh with code or something
You can just look at stuff in a folder
Visuals donât have to live in unity
right but i think the alternative is like really really bad alternatives
you can load them via file easy, or draw directly
Yeah thats why unity provides their own solution
what other option are you expecting
That would be the choice you'd make
Visuals live in shaders, you can write your own rendering in unity if you want just with code
(Making meshes from code is not necessarily jank btw)
It kinda feels like the equivalent of driving into a mcdonalds drive thru and being mad they offered you fries
Well im not mad about it because i dont fully understand the complaint that i see unreal people make about unity in this aspect
This process you've described basically hasn't been a thing for thirty years.
Any video game is going to contain assets that aren't code. Roller Coaster Tycoon's use of pure assembly is note worthy because of how exceptional it is
No one here understands it either
There is something here fundamentally different between UE and unity and im failing to understand
But this sounds exactly like what UE people are criticizing. I AM SO CONFUSED
I am going to crash out man
what sounds like what
Ok man tell me what's wrong
Maybe instead of trying to find out which group of laymen you want to base your opinions on, you could actually try forming one yourself
As I understand it, youâre trying to choose a game engine based on earlier discussions. It seems like youâre focusing too much on potential future problems that each engine might cause.
At this stage, that might not be the most helpful approachâespecially if the questions and goals arenât fully clear yet. Instead, it would make more sense to focus on what you actually like about each engine and what works best for you right now.
In other words, choose based on the strengths that appeal to you, rather than getting stuck worrying about possible downsides that may never become relevant.
em dash jumpscare
Thats the problem im mentioning something that i hear UE devs say in passing criticizing unity and i dont fully understand what they mean. Like they expect games to be discernible all from code like the roller coaster tycoon example, except scaled up to much bigger games
That doesnât sound like something unreal devs would say
if you're confused about stuff UE people are saying, perhaps ask the UE people to elaborate
That's not how video games work.
and specifically not how unreal works
UE devs(including me) are full of dogshit.
Any engine can be good and bad, depends on how the developer made the game, if your assets and game physics work like jank then it's your fault and not the fault of the engine
By visuals you mean the renderer?
Dude just tell me you have no idea how game dev works?
I mean anything u can physically see in the game, be immediately represented in some kind of code or script system
I dont mean like store in a .asset folder
That's what a renderer is.
Yes you can see the code of the renderer either in the engine itself or it's source code
Ok but I keep hearing UE people say u cant in unity
those people are either wrong or you misunderstood them
I'm not really sure about unity since I never had to check the source code ever
just watch some youtube videos for most popular game engines comparison(minimum 5)
but you donât need to because thereâs public functions for it and every engine has to do it otherwise how could it load it any other way
You can't even see scripts in script in UE, it's all blueprints
Unreal engine barely uses actual code at all
Ive seen UE job positions not even allow coding at all so idk whats UE whole deal is
But blueprint seems annoying
It's all UE-specific bespoke file formats that can't be used anywhere else. Unity is at least mostly plain C#
Just referencing a Unity library
All of this sounds so similar to their own criticisms of unity whatever man
Im just going to ignore it, but thanks for all ur clarifications
Whatever weird criticisms you heard were misunderstood by them not knowing unity and you not knowing anything so we're trying to make sense of something twice-removed from reality so it's pointless to try to divine whatever idea you've imagined into a real criticism
So you're telling me that you were here to disrespect unity?
? i use unity i dont use unreal
So what really was your problem? That you can't see the source code of unity?
That's just software development in general though. To be clear, as others have stated. All of the scripts, assets and extensions are available for browsing in the project folder. It's accessible. Whether or not it's easily understood is a matter of project architecture, the size of the project and the person reviewing the project.
But none of this is limited to game development. That's just software development in general.
How do I go about this? Do I add a player first or do I add the grid first and a function to make all blocks appear within the grid?
Where should I look?
make the underlying systems first, eg having a grid
Yeah
if this is your first game this might be quite a bit to take on
I suggest you make a player controller first.
And then work on the placing system
It's a game I want to make but I need to break it into small parts to learn
Hasnt minecraft's code basically been 1:1 reverse engineered? He probably has a reference to look at all times
That's not a good way.
It's like saying I want to make GTA 5 as a first game but since I am a beginner I'll only make a small part
That doesnât mean much to someone new to making games
So should I just go to youtube and follow someone else's tutorial to making games and just copy it step by step?
You've got quite a few options. Consider checking the asset store for pre-built features. Other than that, you could create some plane to represent the floor and raycast to spawn objects relative to some grid etc
!learn
:teacher: Unity Learn â
Over 750 hours of free live and on-demand learning content for all levels of experience!
Is a good starting point too
Yes
That's how I started
What games have you made so far if I may ask?
I started by making stupid asset flip games
Now I'm rebuilding my portfolio
Currently I'm making a awesome pizza delivery game
Before this I made a Postal 2 remake
And before this I made a doom like fps shooter
I'll try this first and if it doesn't work I'll copy some youtube tutorials. I'm gonna see which works.
Both yes and no. It can be a great way to quickly build something that is close to what you were wanting but if you're not truly understanding and just copying what is on the screen then you aren't actually learning why you did what you did.
If you ask me then I make open world games mostly
I'm not saying don't do it, I'm just encouraging you to dig a bit deeper than what the video might be showing you. You might not find a video that creates exactly what you're after and you don't want to find yourself in a situation where you have all this components that you don't really understand how they work.
Hello everyone! I know what you're thinking, "Not another Minecraft Clone, ugh." While you are correct about that for now, it won't stay that way for too long! Once the basics are in and working, we'll get to implement a novel Dual Contouring system. (or Naive Surface Nets, since I don't use a QEF) But for now, I present: Cube.
Github Repo:
ht...
I see this tutorial but Doom said to add a player controller first
But if you spend the time playing around and testing and extending on what you've learned then that will go a long way to retaining the information.
Iâm just a random Internet stranger and whatever you want to work on is probably the best option if it gets you doing stuff but ideally your first couple projects while learning how unity works probably wouldnât have procedural generation or block placing/destroying in them at all
Itâs kinda like trying to write a book in a language you canât speak
destroying is actually super easy, unless you want some fancy visuals
I need to know how to add a character and player controller to hierarchy first đ
I can't specifically speak to that. I've not made a voxel based system before. I've never needed to. I have however created grid based systems for pathfinding. Personally I think understanding grid based systems would be a good foundational place to start.
understanding how components work, basic c#, raycasts etc etc cone way before grid systems
Do I need to read a c# book or just the parts I need in the documentation?
probably neither
tutorials covering those kinda things specifically of super introductory tutorials that go over that stuff along the way
eg
!learn
:teacher: Unity Learn â
Over 750 hours of free live and on-demand learning content for all levels of experience!
When i started with unity i also wanted to begin with a player because its the central point of every player-oriented game. After 1.5 years i still havent done the player properly, not the way i want it to be. Its not a beginner friendly task
As IAmBatby has directed you to there's a lot of free information out there. The fact you've opened unity is a good start. You need to learn the basics. By that I mean what the basics in the engine are. From the layout, scene view vs game view. The Inspector. Components. Al of that before you even start writing code. That should all be on the Unity. The 'Tour the Unity Editor' over via the Unity Learn link would be a good place to start.
I know Unity a little bit because I did a c# youtube tutorial where I learned how to add a sign and change my name and last name on the sign, but I've forgotten it now
Walk, Run, Jump and Sprint! Easily customizable!
A very simple player movement script that will get you started on your 3d project. Code is pinned in comments.
3D, First person (easy change to third person).
Sub for more :)
This tutorial is pretty cool
Brackeys has a lot of helpful tutorials that cover engine layout. The problem you have at the moment is that you don't know what to search for to do the thing you want to do.
Yeaaahhhh well put lmao
It's a problem we all had at one point.
Trying to read a dictionary while blind
Not quite as bad but I appreciate the sentiment đ
This is what I did before getting into game development. I made a whole bunch of games from tutorials that had nothing to do with the game I wanted to make đ
But the end result was learning.
Unrelated question but how close was the idea in your head to the actual game, and did the iterations take you far away from the initial idea?
Learning things that would eventually end up being useful.
Close, but as you highlighted game design/development is an iterative process. Often what you draw or design seems like a fun idea in isolation but once it's online with other features it might not feel as fun or it might not just be what it needs to be so it evolves. Even if it lands really well the first time you will most likely make changes down the line for similar reasons that are driven by other features or it's now the combination of features that gives you a new idea which you just never would have thought of before until getting things into a functional state đ
Your working memory is limited so it's hard to keep everything in your head and keep track of all the problems ahead of time
It's not even that. You don't know what you don't know and there will always be massive problems you didn't anticipate. So you have adjust.
The joys of game development.
Or just software development in general.
But don't worry. Games are just a bunch of tiny problems đ
You work them out one at a time.
But look, I can't encourage you enough to start making some other games first. Smaller games. Calculator games, platformers, tower defence games. All of these might seem like that have nothing to do with the game you wnat to make but really they will.
Still have your game project and try to dabble in it when you can but if that is your focus now, you might not progress very far with it because of the challenges. But if you achieve smaller projects from start to finish that can really encourage you. You can also then get those games in the hands of your friends and start getting feedback. Constructive criticism seems like an easy thing to receive but it can be quite hard so getting good at that is also really important.
Awesome
anyone have a quick link on how i can upgrade me unity plan to include MCP connections? Was working last week and apparently now i need to upgrade me plan to allow them
Where's my create action button guys?
You're looking at the PlayerInput component. You need to be looking at the actions asset which is referenced here
click that and double click to open it from the project window
Thank you my guy (:
All the very best with it! Although not exactly the grid based system you want/need perhaps start here. It's a tower defence series by Brackeys
https://www.youtube.com/watch?v=beuoNuK2tbk&list=PLPV2KyIb3jR4u5jX8za5iU1cqnQPmbzG0
Learn how to make a 3D Tower Defense Game using Unity! In this video we create the foundation of our map.
â€ïž Donate: https://www.paypal.com/donate/?hosted_button_id=VCMM2PLRRX8GU
â Download Tower Defense assets: http://devassets.com/assets/tower-defense-assets/
â Download Project on GitHub: http://bit.ly/29rvq0Y
··········...
Do you write what you did to make the games to avoid forgetting things?
It will teach you a lot of fundamentals
What do you mean sorry?
You can add comments to your code so when you come back to it you have some notes that might help with remembering what it does
If you do something 100 times it becomes muscle memory almost.
imo more important comment the thought process to why you used a specific way of doing thing ,rather than explain what specific lines of code do. Good code is pretty self evident on what it does
Which is why working on lots of smaller projects that require a lot of similar core fundamental code can be helpful.
By accident i clicked 7zip to open this script and now i dont know how to change it ): Where can i reset it?
the Player_Movement script?
check your preferences > external tools and make sure the right ide is set, i guess?
yup
double clicking the script may still use the Windows file association
i'm actually not sure how that works
so, if you have the right editor set in External Tools but it's still opening wrongly, you'll need to:
- browse to the project in Explorer
- right click a .cs script
- use "Open With" to select the right editor
I double click it and sadly it just says that it cant be opened with 7zip
you'll hit "Choose another app" to pull up a window that lets you pick an application and make it the default
yes, you need to follow the steps I described here
(this is done entirely outside of Unity; i am talking about Windows Explorer)
sorry i didnt understand it properly then. I 'll try again
Oh
that makes sense
That advice is common for actual development, my advice was more for when you're learning. You aren't writing good code at this point
It's not something I did but I've seen people do it, might work for some, depends on your learning style
o yeah for sure, wasnt discrediting your advice or anything, just adding onto cause it reminded me comments a bit from my past. I feel like a lot of the comments as beginner reads like AI comments (done this myself in beginning too)
like
//set player gravity
player.Gravity = SetGravity();```
yes, these comments are, at best, useless
at worst, they are wrong
I write comments when I get surprised by something
okay, sometimes i just write comments because i'm annoyed
here's a better example
// it is 4am, i should be sleeping but here I am trying to fix a bug
this is part of a function that places objects along a series of points
hm i put those in commit messages instead
A lot of my comments are also basically just keywords for easy searching in the IDE
good commit messages are a godsend
i used to use //-- a ton as a temp marker lol
i recently saw someone have an interesting problem where a value was getting serialized even though it was private
i remembered observing this behavior in a game over a year ago
% git log | grep NonSerialized -C10
bang, found the commit where I fixed a related issue
oh yeah nah i do use conventional commits in proper long-lived projects, but i just kinda did whatever for a group project where the others didn't know about that lol
I encountered that when I think I was doing a custom inspector and kept hitting a recursion warning about serialization. Because Unity internally serializes everything as well.
commits I submit to other people's repos get very extensive messages
I was doing a circular reference and it really did not like it
can you guess which one i wrote đ
i mean, the names are in there
i think i ruined the mystery
@gray frigate Is this how I should comment my code? I don't want to leave too much to the imagination...
i feel like this would, ironically, be 100% up to the imagination, because no-one's going to read that lmao
the cherry on top would be if the function didn't actually work right
it just decremented currentLine or something
technically that comment is documenting the field
oh i thought it'd be conventionalcommits, are you aware of that?
it's not a hard rule by any means but it's a pretty handy convention
https://www.conventionalcommits.org/en/v1.0.0/
i've seen that style before, but i haven't seen it formalized
Can we talk about some devs who drastically increase their prices just before the launch of Flash Deals so that when it is discounted it just falls back to the regular price ?! Customer get tricked by this greedy behavior ! đ€ reminds me increasing prices from Black Friday period...
Can the UAS indicate the last 30 days maximum price of an asset without discount ? At least give the possibility to let the user explain why the price is changing up/down somehow ? either for temporary deal regardless of Unity promos...
@pliant prism It is in fact against the rules. Read #đâcode-of-conduct , please
Yea doing this shouldn't be allowed imo
Why I don't have ,,move" option in player movement?
does the Move method have public access? how many parameters it expects? iirc it doesnt show up when its more than 1
needs to be a public void to appear on the dropdown
Guys! I bought a game template, in order to publish it, do i need to absolutely redo everything from character models to ui and maps, or can i just change a thing or two
That's up to the license of said game template. But one might assume you could technically upload it as is. But good luck getting any traffic for a 1:1 asset flip. It's not the secret to making money.
What template is it?
Sorry for my incompatance, so as far as i understand, should i change something here?
You have no Move method in this script.
oh, were you expecting to be able to modify moveInput, pethaps?
Does anyone know how to make it so player actually exits the fall state when landing on falling platforms? right now the character "lands" on falling platforms but will keep the momentum of the fall state and easily slip off the platform
see https://docs.unity3d.com/Packages/com.unity.inputsystem@1.19/manual/PlayerInput.html for how to use PlayerInput
you're using the "Invoke Unity Events" mode
so, see that section
Mhm, so i'll watch the tutorial again i guess, i thought i did everything alright
How are you handling killing off the momentum when it's landing on the ground? Do that but also for the platform?
I'll check it for sure
You've skipped a step for sure
It's the Squad Shooter from Watermelon Games, I run a few youtube shorts channels where the main audience is kids, I've worked with some mobile games before, but i'd like to own my own asset that i can promote, therefore traffic isn't a problem i'd say. I don't have any experience in Unity or whatsoever, I'm wondering if it could be worth giving it a shot and whether i need to put a lot of effort in remaking the template :)
You are allowed to use this project template in your commercial game. You are not allowed to distribute or resell the source code, assets and files contained in this package. You are allowed to distribute or sell the compiled executable created using this. Refer to the Unity Asset Store EULA for reference: https://unity3d.com/legal/as_terms```
Try to also question yourself a bit why youre doing what youre doing because following a tutorial blindly is not gonna teach you much. When you search for a "Move" method in the PlayerMovement script its basically you deciding what should happen when a player clicks that button. As was pointed already above, you dont even have that Move method at all
I fixed it. Thank you guys. My child is moving
Thanks! Will App Store and Google Play have any issues if the game is already published
That's up to them, but they're cracking down on low effort uploads.
I'm already doing that
Doesn't seem to be working đ€
Are you sure your ground check is properly detecting the platforms as ground?
Should probably show your code (in a code channel) to get more help
I have been using a spherecast for ground detection and sometimes when the player / ball ends up in a area where the ground is uneven like in the imagine the player gets stuck. I want to make a better ground detection system. Do you think I should stop using spherecast and use multiple rays like in the image shown? any suggestions?
Sounds more like a slope handling issue than ground check issue
Couldn't the player for example jump out of that hole?
Or you can allow it to walk on steep slopes (like in the image) for a limited time, to get out of crevices
Either let the player just jump out, reset their position or solve this in level design by knowing your constraints and not making such sharp pits like that.
Hi so I have a small problem
I need a new animation software, I've been using Mixamo for a long time now and I'm a happy man.
The point is that I need an animation of 2 humans dancing together with holding hands and stuff
I'm not really interested in making my own in blender since it's pretty hard
You can only get so far with libraries of premade anims like mixamo, when you need a very specific animation. Either look for other libraries, hire an animator, or do it yourself
- Good
- Fast
- Cheap
Pick two.
Walk, Run, Jump and Sprint! Easily customizable!
A very simple player movement script that will get you started on your 3d project. Code is pinned in comments.
3D, First person (easy change to third person).
Sub for more :)
I did this and it was pretty fun. Just paste in someone else's script, lol
I understand a bit of it but I wouldn't be able to write the script from scratch by myself
Just yet
Copy enough times until the brain adapts
not until you try â€ïž
It's like studying shit in history
At first it's hard to remember names
Some time later you would know who farted near the leaning tower of Pisa in 534BC
nah, this kind of stuff you need to put some more thought into than rote memorization
Yeah ik
I'm literally joking
doesn't read like that, some beginners could read that and take it as advice
Yeah I'm pretty bad at jokes
Custom character controllers can get super complex too, depending on your project needs and map geometry
Lots of annoying edge cases
I believe that when you copy you learn
Memorizing for me includes understanding the script
Unlike other guys
memorizing and understanding tend to be separate things entirely in education terms
"Memorizing" code isn't learning it. I can repeat "Omelette Du Fromage" as much as I want but that doesn't mean I know French
you may be interested in Bloom's taxonomy
Man it's funny seeing unity ai come and everyone is just asking "can I get it to work with claude code"
@prime hearth can we talk in DMs?
-# you probably know what Iâm gonna ask youâŠ
right let's not do that here thanks
#đâcode-of-conduct please don't mention random people you aren't having a convo with
Do not ping random users you're not already in a conversation with.
Considering that user literally has never posted anything in this server, I'd say this counts
He knows me. Weâve talked quite a few times in another server. Ik he hasnât talked here before.
oooh a business kerfuffle?
Then you should talk to them somewhere else
please help im desperate
You haven't actually described how "you're already doing that".
Nobody can hazard a guess unless they understand what you're actually doing.
Something weird happened to me. I tried to implement the Cinemachine Target Group camera system, and after I manually added two objects to the group and changed the radius, the camera flew away and didnât come backâeven after I reverted everything (even Ctrl + Z didnât work). But as soon as I start the project, the camera flies back đ . Can someone help me with this?
Probably need to show a video of the issue
guys is there a way to make the void the same as the sky? i used to simply make clear flags color blue
For HDRP, you'll want to use a "Visual Environment" volume component to control what the sky looks like
you can pick a Gradient Sky, then just make all of its colors the same
(you'll need to also add the Gradient Sky volume component, to control what the gradient sky actually looks like)
you can set both of these up on this object, which should have a Volume component
Can a flight simulator work out in unity?
Especially that I wanna make every button functional
I don't see why not?
c# is turing complete, so literally anything could work in Unity
I only saw flight Sims being made in unreal engine so I was wondering
looks like I can't post video here?
I can send you if you wanna see it
You can post videos here
Now I'm sure I'm gonna make this project
This is way too far from the world origin. You need to center your world around the 0,0,0.
What is the position of your enemy model, for example?
I KNOW MAN! But the camera just flying away, I can't....
your camera isnt flying away, it is away, some 50k units away from the center on all 3 axis, and is trying to come back
I can't EVEN reset the camera, just flying away after I try the reset it...
ty friend đ
something is changing the transform of your camera at runtime
What is the position of the the other target in the group?
Okey I'm making another video to show you đ
Is the target group supposed to be a child of the cinemachine camera 
I tried to set the position to 1 and then it overrides
what are the transform values of "CameraFocus "
Move your target group off of the camera.
do you the camera what it gives me when I create a target Group?
Don't make the target group a child of your camera
wellll. It works lol
I watched a tutorial where he put under that's why I did it too
What tutorial?
On udemy from GameDev đ
Can you show a screenshot of where it's made a child object in that tutorial?
sure, it's an old video btw but, so he is not using the current version, just give me a min
Is this Cinemachine 2 or 3?
I don't know, as I said it's an old video
It's probably Cinemachine 2 then, which you don't appear to be using.
I will pay attention to it, thanks for the help. You saved my sanity xdd
and sry my english is not the best yet đ
those trees look like WoW trees in goldshire
kinda đ
Hi
I wan to try the new AI assistant, but I click on agree and install and it seems there are errors in package dependencies. Anyone else experiencing this? I am 6000.3.3
Is there anyone that could help me with the Navigation Mesh stuff? The Nav Mesh for my project won't bake
This is a toggle option to show the baked result
People, what shaders use for the standard palm in the URP?
palm? Most things can be done with URP/Lit and URP/Simple Lit. URP/Complex Lit offers additional features for advance applications
Simple Lit
alpha cut out or disable "preserve transparent alpha" or similar i forget the exact option
also adjust metallic + specular as needed
Thank you, but looks like billboards are blue in the in-game & scene view
Who are you quoting
I just googled it and i fail to see whats so special about that specific kind of phone?
looks like a run of the mil android phone to me
why would anyone need specific technical testing for that device?
:loudspeaker: Collaborating and Job Posting
We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
âą ** Collaboration & Jobs**
Implies some shader issue or issue with the texture used, are these billboards from unity terrain?
ask more in #1390346776804069396
From Unity terrain
share a screenshot of the whole material
Looks normal to me. Head over to #1390346776804069396 or #1391720450752516147 for more targeted help
đ
I found the thread - https://discord.com/channels/489222168727519232/1403776609625837609
So, I can ask here instead of creating chaos
Thank you!
Oh good idea! that is a good find
Hello, a stupid question for today đ
For Unity 6, what is more efficient/optimal and takes up fewer resources/calculations?
Box collider or Mesh collider (convex or not)
(maybe something changed in the latest version of unity)
Primitive shapes will always be better than a mesh collider
and by primitive, you mean.. box colliders? đ
Box, sphere, capsule
surprisingly no cylinder
so from those imported assets, with mesh colliders already in... I have then to remove everything in order to add box colliders (for doors, structures, buildings and so on), right?
Are you doing this in the same way?
been tryna look for a solution to this issue so imma try getting help here
I can't drag anything into my project, and now, i cant drag anything inside the unity project, cant drag folders into folders now! and i really dont want to be forced to use explorer every time, it gets to a point... :,]
i used to have google drive back up all my projects but i realize that could be the cause of the issue, so i disabled it, but no luck :[
that generally is an issue in itself btw, you should not try to sync projects like that
there are a lot of volatile files
If you need to backup your project use version control
if you want backups, the proper way is to use vcs, but you could also copy the project into a separate drive as a temporary thing
i mean primitive colliders are cheaper... but not so much cheaper that it would be worth doing what you are describing....
have you tried resetting the library?
elaborate? I really only have surface knowledge on unity, i do want to add
go into the project files
find the "Library" folder
and delete it
then reopen the project
while the project is closed
in your project folder there's a Library folder that's used for caching and more volatile data (one of the reasons you shouldn't sync projects)
sometimes stuff gets messed up there (should you blame caching?)
deleting the folder (while the project is closed) and then reopening the project lets unity rebuild the library, hopefully clearing up any corrupted stuff (if that was the cause)
wow, unity 2022 supports windows 7?
yeah no it apparently does
make sure you're not opening the hub/editor as administrator, iirc?
Anyone have trouble with puppet master? I set it up and it worked but I set up a new model and it balls up
WHAT are you MAKING
Itâs not what it looks like
Iâm making a mission similar to another vr game where you kill Osama
Guys I have a game Idea really cool one I just dont know how to make proper games but I can code anyone intrested
!learn
:teacher: Unity Learn â
Over 750 hours of free live and on-demand learning content for all levels of experience!
ik but I want to give the idea to someone who can make something great out of it
!collab
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We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
âą ** Collaboration & Jobs**
But ideas are cheap. If you want to make it, you should probably learn to make it yourself.
yeah I am looking for someone
So look at the bot message that tells you where to go
Hey guys
i subscribed to the unity ai thing, it says it contains 1 mcp connection
but i still cant connect my claude code mcp
Do people help in this channel or others?
All channels are help channels
unless its a really popular addon
we literally wont be able to help
check the addon itself on the asset store, see if it has a link to any discord server or maybe github discussions page
Can i change how the builds are saved, what folder it goes into and whether it makes a subfolder
Its saving into the builds of a different project and also all over the place in the builds folder, super confusing
and i dont understand why i cant name the build before it saves
Whenever you click build it'll ask you where to put it
ok it doesnt ask me at all i may be pushing the wrong button
build and run will use what you chose before btw
What button are you hitting then?
so dont use that next time
ok thats what im doing i couldnt find just a save build button
this all i got
build profiles
oh man have you not looked in there???
you were picking the lazy quick build option
its there when you select a platform
now i have to unclutter whatever the hell happened to my builds folders
bump
Did you clear your library like was suggested
elaborate?? I dont know what that means/what to do :[
we already elaborated
was there some part of that you didn't understand?
The instructions earlier were quite clear, if you didn't understand them, you should have asked directly what part was unclear
you just not reading answers or what
Whatever custom discord client you've got is broken
i guess vencord is tweaking, never had that happened before
the first gif you sent also embedded fine
weeeird
your discord client specifically is tweaking
so sorry about that lol
im surprised people still risk it with custom clients especially after that ban fiasco a few years ago
(though, gifs aren't great for showing issues, can't pause or scrub)
honestly this server has been kinda slow, dont know why
like my other servers are fine but like
everyones missing lmfao
okay i just restarted my discord
its all good now
Is it about time to move to a more supported software stack? đ
nope, i use a custom windows client too
unity 2022 does support windows 7, not sure what you mean by that
I honestly would be shocked lol
am i tripping or you emphasized the wrong word there
speech emphasis to text emphasis is wonky af
ykwhat i prolly did
i read it fine tbh
but i feel like i emphasize the wrong thing a ton when i try to apply speech emphasis
awful first impression, hi im jakej and i make vrchat avatars from time to time
there's an #đ€âintroductions channel, this isn't the place for it lol
let bro catch one win today
oh i know, sarcasm
please đ„
Anyone have trouble with puppet master? I set it up and it worked but I set up a new model and it balls up
any tldr on how to use unity version control
probably the manual
isnt that the too long part of the tldr
try #đâart-asset-workflow or perhaps #đâanimation
i watched 2 youtube videos and they didnt really explain what im actually supposed to do
learning will involve some amount of reading, get used to it tbh
Ok what i want to know is what buttons to press to make a new version to edit and what button to press to merge it back to one
cool now back to the docs!
I read the entire page linked and then clicked more help and read the link on that too and it didnt explain
You check in changes made. not sure what you mean by "new version to edit"
https://docs.unity.com/en-us/unity-version-control/vcs-plugins/unityeditor-plugin/pending-changes-tab
I have branches for the versions
not just pending changes
I dont understand if the changes im checking in go to the main branch or the workspace im on
then i dont understand when my branch is finished how do i merge that back to main or if im supposed to
Other branches can be merged into another: https://docs.unity.com/en-us/unity-version-control/vcs-plugins/unityeditor-plugin/merge
This is a concept in most version control software
i have to make major overhauls not just little edits so I want to have a totally isolated version to make sure its completed and working afterwards instead of incremental progress on main
yea then working on a separate branch till its ready is the way to go
but why does the button say merge from
instead of merge to
i dont know which one to merge from
main or the branch
If you want to merge foo -> main then you need to checkout main first and then merge in foo
the idea is you merge some other branch into your current one
what is foo
placeholder name
it should say merge into then? what does merge from mean
im just explaining how this works with examples đ
right im just saying i have two versions and i dont know which one to press the button on
it all depends on the source and the destination
Guys I'm trying to data model my world and I'm frying my brain going in circles. And I try to simplify only realize my "simple" approach is not simple and probably won't scale lol
your current branch must be "destination" so you can merge "source" INTO that
yea... "merge from this INTO my current"
Read the first sentence here: https://docs.unity.com/en-us/unity-version-control/vcs-plugins/unityeditor-plugin/merge-reference
from -> to
does high level data modeling and abstractions count as "programming topics"
ok then i press that and it brings me to this
doesnt mean they are different
This may mean you are doing it backwards too
as id presume your feature branch has more changes compared to main
yea idk ive tried a bunch of buttons this is not working
thinking about just making a new project and copy pasting everything over and completely redoing this
Hey guys i wanted to know if there is any way to create an Soft UI Background Shadow for like text oder Images. I asked chatgpt but he didnt gave me what i wanted and i dont find any tutorials
is there a way to do version control just by backing up on my pc
you can use git and make a local repository
I tried copy pasting the whole folder and then just starting a new project but it gets a bit messy, is there a native way to package all the scripts and scenes into a neat little folder
all these programs have so many features that i dont care for
watching this video on git and hes saying this is bad when this is exactly what i want
:(
no clue what that is supposed to represent
but you can absouletely have a local repo with git
so if you want that, do that.
hes upset all the code is just in folders with version titles
thats something else entirely to what you are saying
You generally can ignore most of the additional features if you don't need them. A lot of us use a few commands or buttons for most of our version control use.
i also dont know what kind of kurzgesagt ass videos youre watching about git, but almost everything is explained on https://git-scm.com/
most people dont even bother using branches
just a main branch and thats it, which for preprod is servicable, but yeah you can use the bare minimum
all i want is to package the code that works into a folder and save it for a rainy day so if i screw up i have a few backups so i can start again
yes that is version control
and as ive said it 3 times already
you can use a local repository with git to do exactly what you want to do.
man i dont want to learn 5,000 different pieces of software i just want to build the stuff i want to build
it takes like 15 minutes to learn the very basics of git
as well to set up a repository
15 minutes times however many times someone tells me to download something new
you need to download like 1 thing for git... and its git
better yet you can use github, keep the repo on a "cloud" for free and use their GUI github desktop client
why cant unity just save everything into a new folder of my choice
literally nothing is stopping you from doing it manually....
that's honestly one of the absolute worst ways to handle versioning your code though. imagine needing extra gigabytes of space because you have a bunch of different versions that you keep in separate directories
if they dont want to learn git its their choice đ€·ââïž
however inefficient it may be
storage space not very much an issue atm
it will cascade
I dont think i will hit 20 TB any time soon
theres nothing wrong with eating soup with a fork... but doing it just because you refuse to learn how to use a spoon is silly
but if it comes to that i can deal with it later
theres also many other benefits to version control
i mean, not yet, but your idea is going to eat storage.
plus if you ever want to work with anyone else, including as a job, you'll need to learn how to use version control anyway. it's an industry standard for a reason
youre also very stubborn about learning something very simple
why would i want to work with other people đš
well you see, most people intend to actually complete things
plus, it's much easier to handle versioning with git, rather than waiting for the copy to complete (since that has to write all of the code to disk again), you just tag whatever specific commit was the last one for that version and bam, you can not only get back to it easily, but you can also find it super easy too
who tf đ€š
i cant imagine tinkering with a script and having to manually copy and paste an older version in every time i want to "restart"
instead of just telling git to discard any changes
saves so much time and removes any risk
id way too easily lose track of what changes made which problems
you would if you go with your own approach
and you dont use git
git litterally tells you exactly what changes happened where
no because i can just say f it and go back from what i know
not with git you wouldn't, provided you actually use commit messages instead of dumb shit
instead of the monstrous mess ive been making
youre not going to believe what git does for you
automatically whenever you want
but i think this conversation has run its course... im not going to try to sell you on git anymore, if you dont want to use it dont, youre only creating an issue for yourself, doesnt affect anyone else here, good luck!
doesn't affect anyone here until they come back "help, i lost all my changes since the last time i copy pasted my entire project to another folder, how can i get them back"
not our problem, i am perfectly capable of ignoring people :)
what do you guys do for importing packages that have way more things than you need and keeping the massive list of prefabs separated from what youre actually using
packages let you select exactly what you want to import
can i download the package somewhere else and just pull in the ones i need?
well it might be nice to have them available
then import everything
i accidentally imported one with so many and then i didnt see anywhere to unimport
yea
you can selectively import more stuff later on, it will still be downloaded to your computer as the full package in the global package cache
but we know thats not going to happen
It's here
the entire thing gets downloaded, you just choose which part of it you want to add to the project
how?
the problem is it mixed all its prefabs with mine lol
that shouldnt happen, almost all packages get imported to their own root folder
there's nothing special you need to do. that's just how it works. you can import the same asset as many times and it will only import what you've selected
I fixed it by just making a new project and taking what I needed but i was curious how to avoid the problem in the future
unless you used their directories to save your own prefabs
im asking how do i select parts of the package to import
just to confirm, you are referring to assets right? because those do work different than actual packages which you can't even modify* anyway
because then it's literally just a matter of paying attention to what you are doing
i installed a ui kit from the asset store
when you import a package there is a pop up that tells you which folders you want to import into the project
git doesn't assume you do this automatically. with history you can bisect and blame
-# *can't modify without extra work by embedding the package into the project
does anyone know why my tilemap has this like bleeding effect?
ok, and then it imports the ones i selected but still downloads the rest into a global repository?
global package cache
not a repository, a repository is something else, something you dont want to use
yes but you dont want to import the ones you already imported
you import everything else you want
alright, thanks
(btw this is a help/discussion channel, use #đâdaily-win or #1180170818983051344 to show off)
Ohh sorry
does anyone have any idea why this is happening...?
just a png
dont i set the ppu as what a tile is?
one tile is 16x16
yeah the ppu does seem to be correct there
Question, how am I supposed to get a minimum spec list? I can run the game on my gaming pc and bad office pc perfectly fine at like 200 fps- but if I post this on steam I prob need to get that info.
My office pc has a very old 1660ti and my gaming pc has a 5070
My game is not very intensive due to heavy optimizations
There's a few ways. The classic way is to run on a potato. If it works there then that's your minimum spec. You can get get several friends to play your game and report on their findings. Average frame rates etc.
Know where the general hardware usages are. Even if it runs well is your game more CPU or GPU intensive? You can use the profiler (not in editor) to work out the time everything took on various hardware configurations or even use your gaming PC and approximate backwards. You can use task manager to work out RAM consumption.
Outside of approximating things or getting real data from people you know there are agencies that can benchmark your game and give you a proper performance analysis. Of course that last option has a cost associated with it.
Regardless of how to approach it, try to stick to the industry standard (last time I checked) of what minimum and recommended are trying to represent. Recommended is 60fps at 1080p and minimum is 30fps at 1080p.
if i am having issues likei am right now with getting shaders to load in instead of being a magenta pink is there any voice chats i can hop in to get help from some friendly people??
no voice chats sorry
ty mate!
So I have a quick question. I havenât had any issues with lag until I recently imported an asset that is fairly large with a lot of materials like lamps, benches chair, chairs, etc. if I load just the building with all of the extra decorations taken out, there is no lag, but I would like to have all the decorations already preinstalled. What can I do to increase my FPS? I have already did occlusion calling
Glad you had fun and learned some stuff. This sort of highlights the issue I was discussing earlier. Copypasta doesn't really teach you a lot because you aren't aware of the fundamentals of what you're creating and how. I encourage you to stick with that controller script. Try to expand it a little. Rewrite elements of it but apply it to something else. For example to a cube with a fixed camera so you can move a cube around the scene. Start to put walls in with physics colliders that stop the cube from moving outside an area. Maybe change the colour of the cube when it hits a wall?
I'd start with the profiler and looking at things like poly and batch counts.
A small trick. For complex geometry, turning off colliders can give you a surprising loading boost (at least back in earlier unity versions, I haven't needed to benchmark it in about 7 years). But the short answer with Unity is (usually) fixing batching and LODs - assuming that's what profiler (heavy gpu use) and stats screen (poly and batch count) is telling you
Which sounds easy but is not
As lloyd mentioned, try disabling colliders. Especially if they're mesh colliders. They are still relatively expensive but even more so if moving although decorations are unlikely to be moving. Checking the materials for any GPU instancing options is also a good thing to do. If it supports it then ensure its enabled
Oh absolutely, like in the case where you don't have a lot of duplicate objects or you have objects that look almost the same but have different textures. You're just incurring overhead by having GPU instancing enabled.
Usually though if you have lots of similar geometry you will notice a difference. Even if its just slight.
!collab
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Why isn't #1180170818983051344 loading
killed a huge bug (programing bug) time to go to bed before i regret it!
loading fine here.
what kind of shadow
a regular shadow
unity does not support that on it's own afaik
oh damn
should i just double the text, change the opacity to something lower and slightly move it to imitate a shadow?
there are many tutorials on how to cast shadows from text. perhaps a google will help you.
do you mean a drop shadow?
yeah
that's not a regular shadow đ
damn
Hi, has anyone seen this with Unity Humanoid + Mixamo?
My character rotates ~90° on Y during an attack, even with Apply Root Motion off. The Mixamo clip seems to drive facing from the chest toward the enemy. I want to keep one stable overall facing direction for the whole character and ignore that chest-driven direction, while keeping the attack motion.
Has anyone fixed this cleanly?
Gotta love textures stretching when I scale them
Anyone wanna make a horror game with me
!collab
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We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
âą ** Collaboration & Jobs**
read the bot message that was just directed to you.
that is an official Unity site. regardless, the rules do not change because you feel like it.
Do you want to dev with me tho
are you daft?
there is no collab here. stop asking. next one comes from a moderator.
<@&502884371011731486> we have a clueless one
If you're looking to collab with someone, use Unity Discussions
I got a high rank than you I called a admin
and don't ping admins.
Ok
Hi there, for collabs use Discussions
Then can I ping mods
It's a Unity website
Yes ok
that's 4 telling him to use collab site.
Thatâs all I needed I never need a mod or this pickle to tell me
Only a admin
Got it Iâll go there
@latent meadow is a user that always helps and support other users in this community. He's also a resident, meaning he's a trustworthy user in the discord server
You can trust what they say
No and please don't DM me. The bot message is clear on what you can do when it comes to collaborations.
I NEVER
Admin tell this guy to stop
Stop using emojis on text @viscid raft you get banned
!warn 1491120773870653551 Don't send unsolicited DMs, unnecessarily mention other roles, or make collaboration posts. If you're going to continue trolling here you will be banned.
@fabiogtag_71392 warned
Reason: Don't send unsolicited DMs, unnecessarily mention other roles, or make collaboration posts. If you're going to continue trolling here you will be banned.
Duration: Permanent
I NEVER LIAR
!mute 1491120773870653551 7d come back in a week when you've cooled off
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best to ask #đ±âmobile
i see, thanks
Hello everyone, I recently observed that ironSource ads are no longer serving in any of my apps. Iâm using AdMob mediation with ironSource integrated.
From what I understand, ironSource direct demand might have been sunset recently. can anyone confirm if this is the reason for no fill? Or is there any workaround?
i think ironsource is part of #1390346533127458889 , so you might have better luck moving the question to that forum
Thank you so much..
Looks like we need to rely more on other networks
Can someone help? I made a build for android, and i have only 70mb worth of assets, but when i install the game its 200mb???
again, this is a question for #đ±âmobile
its the same on windows, so im looking how to generaly reduce build size
its 200mb both on windows and android with only 70mb worth of assets
you understand that Unity itself, which displays yours assets, takes up space too, right?
i understand, but isnt it too much? id expect unity to use 50mb or 75mb, but not 125mb+
i would say no, that is not a lot, but others may have ideas
Unity takes 150 mb for me? I dont see the problem, productivity apps are very ram-heavy
Oh wait we talking about the unity build
Nvrm lol
i set the code build mode to optimize for build size instead of runtime speed, it still runs stable but build size is now only 165 MB
whenever I change fog density on the environment tab, hit play, it resets it to 0.001 - is there a way to keep it at what I set it to?
first step is making sure it still does that after restarting the project
gonna try now ty
also, isn't the environment tab settings for baking lighting?
wtf it loaded fine now
thanks man
saved me a ton of time
oh wait let me try play, might have spoken too soon đ
yea it reverted back to default - I think there may be a script overriding the fog settings, have to ask our unity dev
howdy. #đ±âstart-here
Which channel should I use, if i have a question regarding the Project settings in Unity?
this one
I use HDRP and i alwalys have this Warning. However if i click on open, the Box for Volumetric Fog is checked. So i dont really know what to do
you may want to google exactly that, while waiting for a response.
How can I tell my renderer to allow two direction lights to render two separate shadows?
unity making a "make game" button now bro đ
AI has been in Unity for a while now. this most recent is just expansions for it
I found a thread 2 years old, still no solution.
in Edit > Project Settings > Graphics > HDRP Settings
there should be a Frame Settings section. is there a Scene tab in it?
There is no Scene tab visible
ok, i suggest talking to #1391720450752516147 then
alright, thanks
Sometimes the visuals of my game disappoints me đ. How can i improve the visual quality of my game?
That's a bit of broad question but generally speaking lighting plays an incredibly huge role. That combined with correct material setups and materials that compliment each other.
Outside of that without knowing much about your project it's hard to give any real advice.
You learn color theory, lighting and environment art.
red streaks are a good design in a hospital, for example, because red has way more positive connotations than negative, like love, passion, energy
I am aiming for Desktop, Android and IOS. I am stuck right now. If I try to increase the visual quality like (light, shadows) the game fps gets too low for handheld devices.
Have different settings/textures/etc for different build targets.
you are supposed to bake lighting, in general, for low end platforms. the visual quality can be amazing. also, if you are going to continue, please make a Thread
and expecting a mobile device to compete realtime visually with PCs is generally not a wise thought (it gets quite good with tricks though)
Oh that's a nice idea.. But they won't look similar on all devices.. I want my game to be simple but with good visuals on every device..
i suggest you start the long journey of researching how, then.
I appreciate your help đ
Is there a way to rename or distinguish components? I got 6 box colliders for one hitbox (for face distinction)
Not natively, no. I suppose you could write some custom inspector for it.
Otherwise, child them to the to the object and let them call up to the parent whenever they collide with something.
put them on differently need child objects
You should probably make those separate child objects for the sake of differentiation. Multiple colliders on a single object operate as a sort of amalgam, you can't really discern which individual one is hit
Or - individually reference each in an array or with individual variables
public Collider TopCollider, BottomCollider, LeftCollider, RightCollider, FrontCollider, BackCollider;```
Is there any way to make my movement smooth and not choppy?
you should take the Junior Programmer Pathway on the learning site. it explains the common fixes
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unity shouldnt label non LTS as recommended -> lts should be recommended esp to beginners
we are all annoyed about that one
recommended is like beta -> then noobs go complain to asset creators about why its not working with what unity recommended
its not beta and it honestly makes no difference if you are not updating like at all
"like beta", and it pretty much is.
They want those versions tested
how so
i really am not going to get into it, but you can go use it for yourself if you choose.
I am, thats why I said it
more so breaking shader changes every version what i noticed or many
there are several issues that are Editor level that you, the user, cannot fix. they are just bugs that are there
the most stable experience, aside from 2022 đ would be 6.0
I pretty much upgrade my project every month or so to latest, so I can stay up to date, updating with bigger version gaps is more likely to cause issues
especially now during the CoreCLR transition
you are the exact crowd Unity wants using 6.4. please make sure to file bug reports as you find things
I did that a lot on unity 2023, everything I sent got fixed in a month or two. I haven't had any issues lately
How do I fix this error
In case the other answer didn't help,
https://screenshot.help/
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #đâfind-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #đ±âstart-here
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #đâfind-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #đ±âstart-here
Read the bot message you are spamming.
You're supposed to read the bot message, not keep spamming it
Wym
I mean you're supposed to read the bot message, not keep spamming it
What sort of impact does it have on performance and build size if I use layered photoshop PSBs instead of PNGs for character graphics?
it should affect neither. Unity will convert them to its useable formats. the source file will be stripped and not included in the build. this is my understanding. someone with more direct experience with it may have more info
The only way it could matter would be if Unity had different default importer settings for that file format
e.g. if it always imported them as completely uncompressed textures (it does not do this)
I don't think it does
hunanbean is correct: the file is imported into some internal format that Unity likes
similarly, it does not matter if you import a .wav, an .mp3, an .ogg, etc.
Pretty sure the only "cost" to this is import time
thank you! I appreciate all the responses. Sounds like I can just use what makes the most sense for my workflow on that particular asset
are there no new flash deals today? (on the asset store)
should i never use getcomponent in update functions unless absolutely necessary?
It should never be necessary to use get component in update
so if getcomponent is needed in update, it means ive implemented it wrong pretty much?
that is strange. i am not seeing them on my end either
and i should refactor?
I'm thinking May 7th could just be when all the deals end, rather than when the last new deals appear
that would be a shame though